BOSSER-JEROM.com, le jeudi 1 juin 2008 ::
First I have to say that obviously I am a great fan of Sonic The Hedgehog and particularly of Sonic Team. So I decided to make my own Sonic game during my spare time. I've started from naught and I've coded my own 3D and physic engine in C++. Since, the engine has greatly evolved, some of the evolution's steps are described here with videos and screenshots (bad quality, unfortunately...).
I'm nothing to say this but I think that Sonic Team has not completely succeeded to manage the evolution from 2D to 3D. In fact the Sonic game play is hardly convertible to 3D. But I'll try another way to do it.
The game is not realesed yet. All the files from other websites are fakes.
Sonic GL is a fan game without any commercial goal. Sonic the Hedgehog and other related characters are © Sega. The SEGA logo is the property of the SEGA group. This game should not be sold in any way or distribute out of this site. This game can be regarded as a part of my Resume to show my programmer / graphic skills.
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Improvement of the physics engine: floating objects, boats, balls..., using of high resolution skydomes ( pictures + 3DS render ).
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Addition of collisions, badniks with a very artificial IA (like the originals :-)),
bumper, springs, sonic like loops and volumetric fog.
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Add of lens flare, particle engine used for water waves and dust. For the water a render in two phases (using clip plane) with caustics in addition to a distortion of textures (UV coordinates) for simulating refraction.
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First attempt, I started with a simple landscape, with for each case, texture ID, scale, position and orientation. Normals are computed for each vertex with a simple dot product.
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I used milkshape 3D for enhanced the model and setup a skeleton and then Photoshop for texturing.
Animations are computed with key framing on a skeleton architecture.